Arma 3 Version: 1.92 (stable / rc / dev)
CBA Version: 3.10.1 (stable / dev + commit hash)
ACE3 Version: 3.12.6 (stable / dev + commit hash)
Mods:
- Global Mobilization
- CBA_A3
- ace
Description:
Steps to reproduce:
Where did the issue occur?
Additional information:
while {({_x == "gm_ge_army_burnBandage"} count items _unit) > 0} do {
_unit removeItem "gm_ge_army_burnBandage";
if (GVAR(convertItems) == 0) then {
if (GVAR(level) >= 2) then {
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_packingBandage";
_unit addItem "ACE_morphine";
_unit addItem "ACE_tourniquet";
} else {
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_morphine";
};
};
};
while {({_x == "gm_ge_army_gauzeBandage"} count items _unit) > 0} do {
_unit removeItem "gm_ge_army_gauzeBandage";
if (GVAR(convertItems) == 0) then {
if (GVAR(level) >= 2) then {
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_packingBandage";
_unit addItem "ACE_morphine";
_unit addItem "ACE_tourniquet";
} else {
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_morphine";
};
};
}; https://github.com/acemod/ACE3/blob/v3.12.6/addons/medical/functions/fnc_itemCheck.sqf
Instead of hard coding more and more classnames into script, what actually should be done is parsing the config for all MedKit and FirstAidKit simulation type items and to replace those accordingly regardless of classnames.
There are several other mods that have medical items as well. Faces of War and CSA38 come to mind. I think IFA3 might as well.
@Drofseh AFAIK we don't have custom medical stuff.
Must've all been from FoW/CSA then.
Does Unsung have some?
I believe unsung reskins vanilla items no class changes
Custom medical items would be a good thing anyway. I'm thinking of some custom backpacks which are visually designed for medics. If they could be considered as proper healing items, that would be great.
We already have such a thing for wirecutters : it is possible for a modder to make a backpack considered by ACE as carrying a wirecutter, even if there is no such item in the backpack.
A problem I see with that ^ is that, unlike wire cutter, healing supplies get used up.
Oh I forgot that detail. My team is never using the "consume item" feature. We tends to consider medkits and toolkits as virtually reusable material (either we can assume that we are in a safe place containing virtually unlimited healing ressources, or we consider that the object is containing enough material to handle a standard mission where we should not be hurt often).
Could this feature be handled in an other way ? For example with a new property like "ace_medical_usageLeft = -1", with any value bellow 0 meaning unlimited. Items cannot have properties but backpacks can.
Last 3 posts are off topic, belong in #3594
notes from meeting, add new replace array
```
class ace_medical_replacement {
class gdrVerband {
replaceWith[] = {{"bandage", 4}};
};
alternative:
class ace_medical_replacement {
gdrVerband[] = {{"bandage", 4}};
};
Most helpful comment
alternative: